st9rm
viennality.com
been experimenting with cyborgs b231 string and how to counter wakeups with mb f3
what i figured out is, if you got them in a juggle combo, lets say b3/f3 starter etc and end it with a standing 2 + near target aquired, you're in the perfect range for the b231 string to connect:
which means, if they decide to block low, you hit them with the missiles and you get a free combo, and if they decide to block high, you hit them and get a free combo too:
you can then decide to end your combo with the 2 + near target aquired over and over again, which puts your opponent in the same situation
of course, they can also decide to wakeup, which brings me to the next setup:
countering with mb f3
if you have meter and life left, and want to go on with your pressure, use it.
you will take some damage, but they will eat a full combo, also if they decide to jump, the f3 will also hit, if timed correctly:
i haven't tested it will all wakeup attacks yet, what i've experienced though, is that it won't work with aquamans trident scoop, BUT at least he can't full combo punish you, since the missiles will hit him too
mixing those things up (e.g. going for mb f3 instead of b231), will make your opponent respect you and their only way out, might be a techroll, which puts them in the situation, that they have to deal with your ianb zoning game:
what i figured out is, if you got them in a juggle combo, lets say b3/f3 starter etc and end it with a standing 2 + near target aquired, you're in the perfect range for the b231 string to connect:
which means, if they decide to block low, you hit them with the missiles and you get a free combo, and if they decide to block high, you hit them and get a free combo too:
you can then decide to end your combo with the 2 + near target aquired over and over again, which puts your opponent in the same situation
of course, they can also decide to wakeup, which brings me to the next setup:
countering with mb f3
if you have meter and life left, and want to go on with your pressure, use it.
you will take some damage, but they will eat a full combo, also if they decide to jump, the f3 will also hit, if timed correctly:
i haven't tested it will all wakeup attacks yet, what i've experienced though, is that it won't work with aquamans trident scoop, BUT at least he can't full combo punish you, since the missiles will hit him too
mixing those things up (e.g. going for mb f3 instead of b231), will make your opponent respect you and their only way out, might be a techroll, which puts them in the situation, that they have to deal with your ianb zoning game: